When I try to play a world with the mod enabled it says that devices.lua attempted to index global ‘screwdriver’( a nil value). Probably an outdated problem? I’m running the latest 0.5 build. Any ideas? @VenessaE

Why is my 0.4.16 server not booting up properly with regards to Pipeworks? I had triple checked the naming closely on the file and have everything enabled for that world in question (as far I can tell).

That's not all of it. Not only does Minetest print a some other startup stuff before mods are actually loaded, the first line of the error text would normally tell just what failed (at least it would give a filename and a line number to look at). Maybe run Minetest from a terminal and paste the entire contents here. Sometimes debug.txt doesn't catch everything.

All of that aside, Pipeworks is known to run just fine in 0.4.16, but if you can, you should fetch Minetest engine from its git repository, and build/install from the backport-0.4 branch. That's generally regarded as stable, and recommended by Minetest developers, as there have been many bug fixes committed to there since 0.4.16-release. Don't forget to update minetest_game as well (also from the backport-0.4 branch).

VanessaE wrote:That's not all of it. Not only does Minetest print a some other startup stuff before mods are actually loaded, the first line of the error text would normally tell just what failed (at least it would give a filename and a line number to look at). Maybe run Minetest from a terminal and paste the entire contents here. Sometimes debug.txt doesn't catch everything.

Here is the RAW output https://pastebin.com/ysVHhrAS itself, maybe that will help alongside of the console output. It's the last one down of the latest booting cycle.

(This forum is being stupid and won't let me post the actual file so I just pasted it in PasteBin)

Odd, the bit I was interested in was there in your pastes, I just didn't see it because your logs were reversed (oldest output first). I'm at a loss to explain the crash. However...um... what is multicraft? is that some other subgame? And why is this all under /home/minecraft?

VanessaE wrote:Odd, the bit I was interested in was there in your pastes, I just didn't see it because your logs were reversed (oldest output first). I'm at a loss to explain the crash. However...um... what is multicraft? is that some other subgame? And why is this all under /home/minecraft?

Well because the host and I was concerned about me being able to manage the server remotely. They had worked to get the Minetest instance to be able to operate on the Multicraft's control panel in a generic sense. That way I can view the console, edit files, and other basic operations without having to SSHing in or having to contact them.

VanessaE wrote:Odd, the bit I was interested in was there in your pastes, I just didn't see it because your logs were reversed (oldest output first). I'm at a loss to explain the crash. However...um... what is multicraft? is that some other subgame? And why is this all under /home/minecraft?

The provider had figured out why the server having the issue... They said...

Github sold their soul to the devil -- Microsoft bought them out (yes, they really did). That's why I moved. Others disagreed with my move, so my repos there will have already been restored by the time you read this. *shrug*

Sorry if it broke some links, but the same thing has already happened to a whole lot more than just minetest stuff over the last couple of days (if you don't believe me, ask the folks at Gitlab how their traffic has been lately). My stuff's only the tip of the iceberg, and it'll happen again when Github finally goes belly-up thanks to that buyout.

VanessaE wrote:Github sold their soul to the devil -- Microsoft bought them out (yes, they really did). That's why I moved. Others disagreed with my move, so my repos there will have already been restored by the time you read this. *shrug*

Since modders moving to GitLab for end users only means changing "hub" to "lab" in the origin URL (given that the same user name is used on GitHub and GitLab) I dont't see that as a big deal actually - Just inform the users and you're good to go.

sofar wrote:The project was deleted from github without any discussion, [...]

Why should a modder discuss their decisions with a dev before changing or removing the repositories?

Hence the purpose of my previous posts, and the ones on all the other relevant forum topics. Plus, unless I missed one, all open issues or pull requests on my projects got notifications as well, with links to the new repos (comment-and-close on all issues, before deleting the project).

It kinda sucks to lose the issue and pull request history, but I saw no clearer path, and old, closed issues/pulls are just deadweight after a while anyways. This was the best option, and I smoothed it over as best I could. At least updating local repos just requires a couple of commands to change their remote URLs, as LinuxDirk said.

As for no discussion, sofar, you said you'd been on a 5-day vacation, but the only mention I recall seeing of that came *after* everything was moved, and I had everything moved in about a day and a half. Nothing was deleted from Github until after it had been successfully cloned to Gitlab, forum links updated, and notifications posted/sent.

sofar, you and I usually get along fine... but I'm not going to constrain my activities according to your vacation schedule, especially not now, and not over a bunch of penny-ante game mods. My only concern when the buyout news broke was "get the hell off of github before some ToS update or website update stops me". Vandalism was never my intent (as you called it in IRC).

sofar wrote:The project was deleted from github without any discussion, [...]

Why should a modder discuss their decisions with a dev before changing or removing the repositories?

Because the removal of git repositories and histories from *any* organization you're not an owner of without discussing this is just a violation of trust, and because it goes against the core goal of minetest-mods to provide a long-term place where developers can co-maintain code even after people walk away.

I have no problem discussing moving and making a solid plan, and announcing changes with a reasonable amount of lead time, or even people politely saying 'I'm working on this over here now' is all entirely FINE with me.

Except I *did* indicate my intent to move, and anyway your reaction here kinda proves that any discussion would have been pointless - clearly your mind was already made up.

I'll admit that I only gave about a day's notice (I think), but frankly, my little voice was yelling at me to just gtfo immediately.

Oh, and minetest-mods was supposed to be for abandoned mods or mods likely to be abandoned, or the author just disappeared. I had you put my stuff in that group with the intention that I still had final say over their content, and in case I just can't maintain them anymore - as a backup, you could say. Since I'm still here, well, obviously that was uneeded (and is proving to be a mistake)......